Inaccessiblity is no excuse for "1 click, I win" abilities. I.e. Demos, Stuka dive bomb.
Well, in this case it would be "2 clicks, we win". Which is (not) surprisingly more challenging than "1 click, I win" to accomplish.
That said, OKW Spec Op flares really should've been replaced with rifle flares.
Or trip wire flares. |
Lay mines. Lay them early, lay them often.
Even if the luchs never hits a mine, their threat can act as a significant cooler on how far a player will dive to chase your units. It also draws out their sturmpios for their minesweepers more. The more distractions you can put on their sturmpios the better off you'll be.
I still think the OKW matchup versus soviets necessitates a T2 start, or great usage of the m3 early on. Mind you, I haven't played much at all with the newest variant on the maxim so keep that in mind.
The Penals are there to troll the crap out of Ostheer.
Yeah, it's less of a counter, but it can really help buy you the time you need as Soviets. |
Let me guess: You play axis and only teamgames or Customgames?
What is wrong with custom games? That's what all modded games like FBP were, by the way.
WBP caused most of the people i played with to quit, but not like brit release. |
More or less agree with Finn.
Word of advice: Panthers can't push. They feel like they should, but between their cost and their durability, they aren't able to push until you've got a sizeable armored force.
But pushing a position is something your KT can do. The OKW Panther has a pretty specialized role: defending your KT from multiple tanks and killing light vehicles and tanks that might still be on the field. You might consider saving your investment for a KT instead of a Panther, especially against USF.
If you need armor, have the flak truck up, and aren't to the point of a KT, it's almost always a better decision to go for a P4. (Or just go for the fast luchs out of t2 in the first place.) Even though in this game the USF massed zooks, a P4 might've been better than the Panther. (Neither were great options, but if your opponent is doubling down on blobbed infantry with AT, then as OKW you've got Obersoldaten as an option.)
Also, medic truck isn't the best option versus USF or Soviets using Penals. It's great against UKF or conscript/t2 soviet play though. |
But if you don't care, don't blame in the future about the new 2vs2 maps.
Oh that'll happen anyway. Gotta go in expecting that.
I'm more worried that there won't be anyone left casting blame. |
How does one address random teammate coordination through unit stats?
That said, triggering the cooldown for unit death, not call-in, is not a bad idea at all for units that are limited to 1. There's already reason enough to limit them to 1. |
I don't know what relic was thinking when they made WFA tiers.
FTFY.
Hell, even EFA factions suffer from the lack of the 'fifth' tier building. (Supply Yard/Kampfkraft) |
wat does the greyhound change fix? nothing. its way to expensive now who will spend that much fuel for that? greyhound sucks more then it did before now, and stuart to tier 1? why not just switch m20 and packhowitzer?. lt becomes support and captain becomes anti vehicle
Because that won't make for a faster stuart.
I think this constrains usf to spend longer in t0, though. Its probably worth being aware that mostt of the changes in this mod serve singular purposes, and any discrepancies or oversights are just future changes to be made. |
You can still stop and go when circling- it's not unheard of. I do it with t34s against kts sometimes and that's a much more skewed matchupBut in that situation you probably don't need to stop because you're literally touching the tank at that point. You can also take 3 hits from a firefly with a panther and they have comparable reload times.
The bigger concern is that you're probably gonna get tulip'd on the way over.
And isn't the firefly supposed to counter the panther anyway?
I feel like there's been too much weight put onto 'supposed counters' between units at the cost of unit functionality.
The 'rock-paper-scissors' dynamic that's often attributed to mgs, mortars, and infantry has to do with how the units function, not any hard coded aspects. |
Well I was wrong and mistyped the panther reload, it's 6.7 seconds max, not 6.4.
Cooldown is identical between panthers and fireflies: 0.
They both have an aim time and ready_aim_time of 0.125 seconds.
Where are you looking at numbers? I'm looking at the attribute editor in mod tools.
Should've said:
Fireflies reload 8-8 seconds.
Panthers reload 5.8-6.7 seconds.
OKW Panther is 6.1-6.4 seconds.
**edit
You're right, I was missing wind_down. Panthers have a 1 second wind down after firing. Fireflies do not.
This still doesn't quite give Panthers a longer reload time, but it certainly closes the gap, and makes vet 2 fireflies fire faster until the panther reaches vet 3. |